Campaign of the Month:
February 2016

Rise of the Durnskald

RP Points

Roleplaying points are used to purchase unique and interesting upgrades for your characters and are awarded for one of three possible reasons:

You keep an up-to-date journal on your characters thoughts and feelings here on Obsidian Portal. For each session that you update the journal you are rewarded with one RP point. Journal updates follow the same basic guidelines as your initial background story in that they need to be a few paragraphs long to qualify for any bonuses.

If you win a session’s Roleplaying Reward (see House Rules) you may give up the extra experience in order to gain one RP point.

I may reward particularly outstanding play with one RP point at my discretion.

These points will be tracked here, and the effects and pricing listed on this page are subject to change. If things change drastically all expended points will be refunded. Some of these abilities may seem overly powerful, but considering we lost our primary healer recently I don’t think it will be an issue. It just means I’ll need to step up my game, right?

Heroic abilities:
Heroic abilities are combat oriented bonuses / abilities that are bought using RP Points and that may only be used during combat. They allow you to grant yourself bonuses to your rolls, avoid attacks, heal yourself, and possibly other effects. They are usable once per session for each time they are bought and the price for them increases by one RP Point each time you purchase them. The benefits do not stack with themselves. Anytime you see ECL, it is referring to your Effective Character Level.

Benefits last for a number of rounds specified in the description or until the end of combat. Each of these abilities costs two RP Points to purchase for the first time. Using any of these abilities is an immediate action and as such it must be used during your turn except for Perseverance, I Meant to Do That, Resistive Pattern, and Oh No You Didn’t, which if used counts as your immediate action during your next turn and Strength Reserves which costs a full round action to use and does provoke attacks of opportunity.

Heroic Abilities

Effect

Heroic Strike

+4 to your next attack, +ECL to your damage

Combat Prescience

You get a +ECL luck bonus on your armor class and a +2 morale bonus on all saves until the beginning of your next turn.

Second Wind

You gain Fast Healing equal to your ECL for a number of rounds equal to your ECL.

Strength Reserves

You immediately regain 50% of your hit points, rounded down. Using Strength Reserves is a full round action.

Arcane Mnemonics

Regain the use of the last arcane spell you cast during this combat as if it hadn’t been used.

Divine Mnemonics

Regain the use of the last divine spell you cast during this combat as if it hadn’t been used.

Psionic Mnemonics

Regain the PP from the last psionic ability that you used during this combat as if it hadn’t been used.

I Meant to Do That

Turn a critical fumble that you just rolled into a critical threat.

Oh No You Didn’t

Turn a critical hit that was just rolled against you into a miss.

Perseverance

Stabilize or be reduced to 0 hp instead of dying from a mortal blow.

Resistive Pattern

You may immediately make another attempt at a saving throw that you have just failed. If you succeed this time all of your saving throws get a +2 luck bonus until the end of this encounter.

Eh, What?

You may delay the effects of any one attack or spell made against you for a period of 1d4+CHA Bonus rounds. Your Dexterity score is permanently decreased by one point each time this ability is purchased.

Aptitudes:
Aptitudes are benefits that you can only gain a benefit from once for each time that they are purchased, they are generally permanent in nature.

Aptitudes

Effect

RP Point cost

Life Experience

You immediately gain 5% of the experience required for your next level, you may not use this if you already have the highest experience total.

2

Auspicious Timing

You receive a +2 Fate bonus to your Reflex saves.

1

Determined

You receive a +2 Fate bonus to your Will saves.

1

Hale Body

You receive a +2 Fate bonus to your Fortitude saves.

1

Training

Boost one ability score that is lower than 13 by one point.

1

Vigorous Training

Boost one ability score that is lower than 15 by one point.

3

Mighty Training

Boost one ability score that is lower than 17 by one point.

5

Resplendent Training

Boost one ability score that is lower than 19 by one point.

10

Training Montage

Boost one ability score that is lower than 15 by three points.

8

Founder

You found an organization and may use RP Points to augment that organization as detailed below. This may only be purchased once.

5

Natural Ability

Gain one feat of your choosing, you must still meet the prerequisites. This may only be purchased once.

4

Newly Discovered Talent

Gain one feat of your choosing, you must still meet the prerequisites. This may only be purchased once.

8

You Didn’t Know You Had It In You

Gain one feat of your choosing, you must still meet the prerequisites. This may only be purchased once.

12

Skill Acuity

Choose a Skill Focus feat that you already have. The bonus from that feat increases to +5.

3

One Tough Cookie

Gain Damage Reduction 1/-, this may be purchased multiple times and stacks with itself and other sources of DR provided that they also grant it to all damage types and sources (example: DR x/-). The cost for this increases by 2 RP each time you purchase it.

3

Skill Insight

You immediately gain a number of skill points equal to your Intelligence bonus. This may only be purchased once.

3

Skill Mastery

You immediately gain a number of skill points equal to your Intelligence bonus.

7

Academia

Choose a cross-class skill, it is now considered a class skill. This may only be purchased once.

2

Academic Focus

Choose a cross-class skill, it is now considered a class skill.

5

Crafting Generalist

You get a +2 morale bonus on all craft checks. You may not have both the Master Crafted and Crafting Generalist aptitudes. This may only be purchased once.

5

Practiced Crafting Generalist

Your Crafting Generalist bonus increases to a +5 morale bonus on all craft checks. This may only be purchased once.

10

Deft Crafting Generalist

Items created with your Crafting Generalist bonus require 10% less time to complete. This may only be purchased once.

10

Master Crafted

Choose a craft skill that you have ranks in, that craft skill is now designated as your Craft Specialization. You may not have both the Master Crafted and Crafting Generalist aptitudes. Each time this aptitude is purchased the cost increase by 2.

10

Craft Specialist

You receive a +4 morale bonus on Craft checks made with your Craft Specialization and a +1 morale bonus to all other Craft checks. This may only be purchased once.

5

Craft Mastery

Your Craft Specialist bonus increases to a +6 morale bonus for your Craft Specialization. This may only be purchased once.

5

Hands of the Master

Items created with your Craft Specialization require 5% less time to complete and you may ignore one Craft check failure.

10

Optimized Crafting

Items you create with any of your Craft skills require 2% less materials.

5

Experienced Adventurer

Whenever you would lose experience for any reason, you lose 10% less. This may only be purchased once.

5

Greater Experienced Adventurer

Whenever you would lose experience for any reason, you lose 10% less. This may only be purchased once.

10

Restful Sleeper

You may ignore the penalties for being awoken from rest provided that you do not engage in strenuous activity. You still require your normal amount of sleep/rest to regain spells and whatnot. This may only be purchased once.

If you have purchased a d30 and bring it to the session, you may roll it one additional time as described in the House Rules. This may only be purchased once.

20

The Founder Aptitude:
Purchasing the Founder Aptitude listed above lets you establish your own organization, of which you are the head member. Your organization will have expenses equal to two gold scales per month per member, not counting yourself or a Leader if you purchase one. In order for your organization to amass any more than your ECL in followers you must provide a place for them to live, train, and work. In return, each follower generates a small income for your organization which is equal to 1d4 gold scales per month. Events both good and bad also can affect the growth and development of your organization, please see the DM for additional details.

The Founder Aptitude

Effect

Cost

Attract a Leader

This allows you to recruit a competent individual to lead your organization while you are away on other business. You pick the Race, Sex, Class, and House of the leader. You may only have one leader at a time, each time you purchase this your leader goes up by one level. The leader’s level cannot rise any higher than your ECL -2. You cannot have more followers in your organization than your leader’s level x100. Your leader automatically recruits followers up to your maximum follower population, recruiting 1d10 followers per month per leader level.

2

Establish House

Your organization becomes one of the recognized Minor Houses. This requires at least 15 points spent on other Founder Aptitudes before it can be taken.

5

Establish Chapter (via House connections)

You can designate up to 10% of your current followers be set aside as their own Chapter in service to your organization (which must have been established as a House before purchasing this Aptitude). You will need to work with the DM to set up an appropriate Chapter bonus. This may only be purchased once, and only if you haven’t already established a Chapter.

1

Establish Chapter (on your own)

You can designate up to 10% of your current followers be set aside as their own Chapter in service to your organization (which must have been established as a House before purchasing this Aptitude). You will need to work with the DM to set up an appropriate Chapter bonus. This may only be purchased once, and only if you haven’t already established a Chapter.

10

Practiced Chapter

Members of your organization’s Chapter gain an additional Chapter bonus. Work with your DM to set this up. Your organization must have a Chapter to buy this Aptitude.

3

Augmented Revenue

Increases the revenue that your organization generates by 2% per Leader level. This may be purchased multiple times. You must have a Leader to purchase this Aptitude.

3

Established Reputation

Members of your organization (including yourself) all gain a +2 untyped bonus to Diplomacy checks when dealing with Pergisursians.

2

Well Loved by the Community

All costs to maintain your organization are halved due to the goodwill your organization is earned. You must purchase the Established Reputation Aptitude before purchasing this one.

3

Paths:
Paths are special groups of abilities and traits that can be taken if (and only if) in-game events have granted your character access to them.

Path of the Forgotten – You may only purchase traits or abilities from this path if you have somehow become one of the Durnskald. If the ability or trait does not list how many times it may be used, assume that you may use it as a standard action whenever you have a standard action available to you.

Path of the Forgotten

Effect

Cost

Suppress Entropy

Once per session you may nullify the ability damage dealt by your next Entropic Ability or Durnskald enhanced ability. This may be purchased more than once, each additional purchase increases the cost by 2 RP points.

2

Champion of the Forgotten

You may purchase abilities in this path that are tagged as Champion abilities. You also gain a +1 fate bonus to attack rolls and damage rolls.

5

Sidestep Time

Champion and Entropic Ability. You may take an additional standard action this turn as if you were under the effect of a Haste spell. At the end of your turn you suffer 1d4 points of ability damage to all of your stats.

5

Entropic Twist

Champion Ability. Once per session you may choose one of the following: You may reroll any one failed roll this turn at a slight penalty (-2) or you may force any one roll against you this turn to be rerolled with a slight bonus (+2). This may be purchased more than once, each additional purchase increases the cost by 2 RP points.

2

Entropic Reaver

Champion and Entropic Ability. Your next attack roll is treated as a 20 for the purpose of determining whether or not your attack is successful. If it is successful, you deal an extra amount of Entropic damage equal to your current ECL x2. You heal an amount of damage equal to your ECL (but not to exceed the damage dealt, damage reduction may reduce the total damage dealt enough for this to matter) if this attack is successful. At the end of your turn you suffer 2d4 points of ability damage to all of your stats.

5

Entropic Favor

Champion Ability. You gain DR1/-. This may be purchased multiple times and stacks with itself and other sources of DR provided that they also grant it to all damage types and sources (example: DR x/-). This may be purchased more than once, each additional purchase increases the cost by 2 RP points.

1

Fateweaver of the Forgotten

You may purchase abilities in this path that are tagged as Fateweaver abilities. You also gain a +1 fate bonus to saving throws and gain the ability to comprehend all written languages.

5

Touch of the Weaver

Fateweaver Ability. You are immune to sensory overload due to detection spells. You also gain a +2 bonus against spells and effects with the illusion descriptor as well as gaze attacks.

5

Sense the Weft

Fateweaver Ability. You gain the ability to sense Azca and Psionic spells and effects via the use of a Detect Magic spell. You may use Detect Magic as a free action an unlimited number of times per day.

5

Tug the Weft

Fateweaver and Entropic Ability. You gain the ability to affect probability for you and your allies. Until the end of the current encounter all of your rolls gain a 2 Entropic bonus. You may extend this affect to the rest of your party at the expense of your health, suffering 1d41 damage to your Wisdom, Intellect, and Charisma scores. The Weft seeks to enforce its rules, use of this ability doesn’t go unnoticed.

3

Summon the Weft

Fateweaver and Entropic Ability. When on a ley line or another form of Azca foci you gain the ability to cast the following spells at will (but not on yourself), the caster level is equal to your ECL -2: Heal, Restoration, Break Enchantment, Atonement, Scrying, True Seeing, Planeshift. Each time you use one of these spells (through the use of this ability) you suffer 1d4 points of damage to all of your ability scores. You may use these spells without the ley line or foci, but the ability damage is tripled and converted to drain in the process. The Weft seeks to enforce its rules, use of this ability doesn’t go unnoticed.

5

Sense the Warp

Fateweaver Ability. You gain the ability to detect Truename, Shadow, Ritual, and Binder spells and effects via the use of a Detect Magic spell. You may use Detect Life (aberrations only) as a free action an unlimited number of times per day.

5

Pull the Warp

Fateweaver and Entropic Ability. You gain the ability to affect probability for your foes. Until the end of the current encounter all of your enemies rolls gain a -2 Entropic penalty when they are attempting to affect you. You may extend this affect to the rest of your party at the expense of your health, suffering 1d4+1 damage to your Wisdom, Intellect, and Charisma scores. The Warp calls to those who access it, use of this ability doesn’t go unnoticed.

3

Draw forth the Warp

Fateweaver Ability. You gain the ability to draw forth the unfathomable power of the Far Realm, coalescing it into a shard of pure entropic energy that is devastating to all that it touches. In game terms you summon a 1’ diameter Sphere of Annihilation into existence, this sphere is totally unaffected by any items, spells, effects, and exotic materials that didn’t originate in the Far Realm. The sphere deals 10d6 points of damage (bypassing all forms of reduction and resistances that aren’t divine in origin) to anything it touches that fails to make a DC 25 Fortitude save. The sphere is under your control for the first 1d4 rounds that it is in existence, it persists for at least 1d4 minutes before winking out. The sphere’s movement is a fly speed of 40’ with good maneuverability. The Warp calls to those who access it, use of this ability is definitely noticed.

5

Path of the Godseed – You may only purchase traits and abilities from this path if you have been granted some manner of the divine spark, allowing you to ascend to godhood.

Path of the Godseed

Effect

Cost

The Divine Spark

You have been granted a spark of the divine, granting you all of the abilities and immunities of a Rank 0 deity. A deity has the following: Max HP for their hit die. Base land speed (in humanoid form) of 60’, base land speed (in small snake form) of 50’. A divine bonus to their AC, attack bonus, saving throws, skill checks, ability checks, caster level checks, manifester level checks, and turning checks equal to their deity level (rank). Fire resistance 5 + their deity level (rank). Spell resistance 35 + their deity level(rank). Immunity to any and all attacks that alter their form such as polymorph or petrification effects. Immunity to energy drain, ability drain, and ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They gain DR 10/Epic. All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.

25

Homecoming

Due to your unique connection to this plane and the intervention of Ahz-Radamant you gain the ability to reform your body and mind upon death, appearing in the gardens of the royal palace 1d10 days after you die. This ability replaces (and counts as) the Salient Divine Ability: Rejuvenation